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Vegetable.h
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#pragma once
#include "ColliderCircle.h"
#include "Drawable.h"
#include "GameEntity.h"
#include "Interactable.h"
#include "Harvestable.h"
#include "Holdable.h"
#include "PhysicsObject.h"
#include "Player.h"
class Vegetable : public Interactable, public PhysicsObject, public Drawable, public GameEntity, public Holdable {
public:
// current animation, no custom get/set logic so is set as public field
AniMode modelAnim;
Vegetable(VegetableType type, ModelEnum curr);
~Vegetable();
VegetableType type = VegetableType::NOVEGGIE;
// GameEntity
void FixedUpdate() override;
// Drawable
glm::mat4 GetParentTransform() override;
ModelEnum GetModelEnum() override;
AniMode GetAniMode() override;
// PhysicsObject
void OnCollide(PhysicsObject* object) override {};
void OnTrigger(PhysicsObject* object) override {}
std::vector<Collider*> GetColliders() override;
glm::vec2* GetWorldPosition() override;
// Information
glm::vec3 GetPosition() const;
void SetPosition(glm::vec3 position);
void SetRotation(glm::mat4 rotation);
glm::mat4 GetRotation() const;
// Interactable
bool CanInteract(Player* player) override;
void OnInteract(Player* player) override;
void OnDrop() override;
glm::mat4 GetHoldTransform() override;
bool isHoldable = true;
bool isHeld = false;
Player* holding_player = nullptr;
void SetHeight(float height);
float GetHeight();
private:
// Transformations
glm::vec2* translate = nullptr;
glm::vec3* translate3D = nullptr;
glm::mat4 rotation{};
glm::mat4 hold_transformation_{};
// Current model to display
ModelEnum model; //TODO Change ModelEnum to some other new DisplayData/Model struct
ColliderCircle* collider_;
// Get matrix transformation
glm::mat4 GetTransformation();
glm::mat4 GetTranslation();
float pickupHeight = -1;
float dropHeight = -3;
};